223,937 Commits over 3,684 Days - 2.53cph!
possible fix for respawn bug.
Attempted fix for bad saved data schemas causing errors.
Building persistence improvements.
Added drag start/end events to MouseInput. Dragging now sets all tiles to the height of first click
Effect recycling optimizations (greatly improved frame rate under continuous gunfire)
Working on rewriting FixedArray into PooledList.
hooked up all bed spawning stuff. Needs testing.
Waterpipe shotgun world model re-creation
map editor basic terrain functionality
don't create find desires for food, this stops people gathering mushrooms and not eating them.
Automated Windows Build #634
Automated Linux DS Build #634
Automated Linux Build #634
Airfield underground loot spawns / doors / door barricades setup
fixed up hex blocks, lodded all pavement sections
Bunker rooms - polishing - removing/moving floating objects
Merged from Pool V3 branch, replacing pooling in Unit Manager and AI Manager for now.
Effects removal bookkeeping only happens in TickOnMinute
Replaced use of old pool with new pool and added profiler hooks.
PerceivedUnitData.IsPerceived no longer does cooldown calc in it's getter, instead we update the value in Senses.TestUnitPerception
Automated Windows Build #633
Automated Linux DS Build #633
Replaced all usage of FixedArray where we do NOT pre-allocate and use it as a pool, with List
Automated Linux Build #633
fixed up hex block 27 to new scale
Commented out quad tree profiling hooks because it seems laggy as shit
Automated Windows Build #632
Automated Linux DS Build #632
Automated Linux Build #632
Documented ILuaBase for intellisense
The new pools are now ready, but need some more testing on branch before they are ready to be merged back to main.
Continue button is hidden until XP bar has filled
Got everything working in Client/Server separate mode. Server is authority on selling items to NPCs.
Interaction changes to allow for the fact that held items can change interaction state now.